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Subject: TRAVELLER digest 394
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			    TRAVELLER Digest 394

Topics covered in this issue include:

  1) Re: Mertactor debate
	by CyHiggin@aol.com
  2) Uses for black globe energy sinks
	by myhre@oslonett.no
  3) Re: Plasma Trails, Missiles, and Relativity
	by myhre@oslonett.no
  4) RICE papers...
	by Christopher_Griffen@dmcwave.com (Christopher Griffen)
  5) Mertactor
	by Christopher_Griffen@dmcwave.com (Christopher Griffen)
  6) Mertactor discussion...
	by Christopher_Griffen@dmcwave.com (Christopher Griffen)
  7) Re: TRAVELLER digest 391
	by aboulton@cix.compulink.co.uk (Andrew Boulton)
  8) Ariikeshmindin subsector: an alternate setting
	by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
  9) FWD>Study Shows Feasibility
	by "KMCCARTHY" <KMCCARTHY@QMGATE.OSC.HQ.NASA.GOV>

----------------------------------------------------------------------

Date: Mon, 28 Aug 1995 09:51:55 -0400
From: CyHiggin@aol.com
To: traveller@MPGN.COM
Subject: Re: Mertactor debate
Message-ID: <950828095154_65133954@emout04.mail.aol.com>

From: Hans Rancke-Madsen <rancke@diku.dk>

Not that I actually care about Mertactor, but you said a few things I just
have
to respond to... ;-)

>>In short, anything is possible.  Cost doesn't factor into it.
>
>Profoundly untrue. Whenever people have done something that didn't make
>economic sense in the long run they may have managed in the short run,
>but they've always been caught in the crash eventually. It's like... no
>it IS a law of nature: You can keep piling stones on top of each other
>for a while, but eventually they're going to come tumbling down.
>

Very true, but GOVERNMENTS especially have been known to do some
damn stupid things in the short term...

>>Pick up a book on any region's history and you'll find descriptions of 
>>enterprises that were foolishly conceived and poorly planned.  
>
>Yes, but those were also funded by someone; someone foolish, perhaps, but
>someone with ressources. That's not what I object to. My objection is 
>that it's a government that's funding this particular foolishness and
>that it's not the kind of foolishness governments indulge in. Governments
>are far more apt to err through spending too FEW money on a project.
>
Again, my comment is that *Governments* in particular are the MOST
susceptible
to doing stupid things with money -- after all, it's not THEIR money.  Case
in point: any of the Budgets passed by the United States Congress in the last
20-odd years...

>>My world view is that we often do stupid or even crazy things, 
>
>Yes, but never without a reason that seems good at the time. What reason
>would the Moran government have for spending all that money to get rid of
>these people when they could have gotten rid of them for 1/3rd the cost?
>

I don't know, why does the U.S. Government pay massive amounts of taxpayer
money to fail to solve problems that could have been solved for a fraction of
the
cost by private industry or private charity?

Why does the government of India waste tax monies supporting a massive
bureaucracy
that hobbles the Indian economy and guarantees 3rd World status for what
could
be one of the most powerful economies of the Indo-Pacific region?

Repeat above comments for Great Britain prior to Maggie Thatcher's reforms,
and
several members of the European Union.  Not to mention Canada (hear you guys 
up there really, really enjoy those national and provincial Value-Added
Taxes, yes?  
Been a real stimulus to the economy, haven't they? :-(      )

Have I managed to miss offending anyone yet?  :-)

Face it, Hans, Governments do spectacularly stupid things with tax monies...
All
it takes is someone to get the idea that they gain politically from the
stupid thing
in question, or that he/she/it can line his/her/their own pockets as a
result, and
they're off to the Government Budget Follies...

The question to ask about the Mertactor colonization is, "Who profits?"  
Shipowners, for one...

                                                -- Cynthia



------------------------------

Date: Mon, 28 Aug 1995 17:10:48 +0200
From: myhre@oslonett.no
To: traveller@MPGN.COM
Subject: Uses for black globe energy sinks
Message-ID: <199508281510.RAA03483@hasle.oslonett.no>

Brendan wrote:

>(Side thought - The black globe description mentions that a lot of a
>jump drive's mass is in HPGs, which can be used for the black globe's
>energy buffer - perhaps they could be used for a spinal weapon too?)

The MT canon was that the energy caught up in the sink of black globes 
wasn't good for any use, but now that there is HPG's for this, you may even 
power the jumpdrive if you are out of jumpfuel.

Or as you write power the spinal mount and other weapon systems. The 
drawback is that you need someone to shoot at you.

There may even be a feasable way to build transporters this way. Instead of 
spending volume for fueltankage for several parsecs, the craft got only for 
one, but the drive itself are built for J3 or whatever. A blackglobe is 
mounted for "refueling" the jumpdrive HPG. A laser cannon is then providing 
the ship with enough power for a full jump. The problem with this is that it 
will be a risky venture at a frontline, or in areas with more than 1 parsec 
between the systems. The crafts is dependant on a outside source at all 
times to be able to jump far enough.

--------------+-------------------+-----------------------------------
Roger Myhre   | myhre@oslonett.no | http://www.oslonett.no/home/myhre/
HIWGmember 142| Some people have one of those days, I got one of 
              | those lifes.
--------------+-------------------------------------------------------


------------------------------

Date: Mon, 28 Aug 1995 17:10:52 +0200
From: myhre@oslonett.no
To: traveller@MPGN.COM
Subject: Re: Plasma Trails, Missiles, and Relativity
Message-ID: <199508281510.RAA03492@hasle.oslonett.no>

merrick@Rt66.com (Merrick Burkhardt) wrote:

>OK, so missiles sigs are higher regardless of type.  If you fix that, then you 
>might even be able to get a lock on most of them (assuming they don't coast 
>into your hex, *then* light up at 12gs when it's too late for you to do much.

In  the real world any missile that would approach a starship would be 
detected, regardless of what kind of a drive the missile used. The missile 
can't hide in the sea clutter or behind a horizon as real-world(tm) missiles 
do to approach their targets. There are radars today that can detect a grape 
(if it was made of metal) on several hundred kilometers range. A missile 
present a larger cross section than a grape.


>> Given the grotesque ranges and efficiencies given to lasers, the target has
>> plenty of time to shoot a contact missile full of holes before it reaches
>> him. 

>But you have an absolute limit on the number of shots you can fire in the
>canon of TNE (800).  And 5% of tasks *always* fail.  The TNE (and the real, 
what
>a surprise they match :) universe is an uncertain place.

Yeah, but if we can detect the missile at medium range, we have several 
turns to shot it down, thus the chance increase.



>Besides, what if the target isn't eavading?  At the point when a det laser 
would
>fire, the contact missile spreads a big cloud of nasty pellets that will cross
>the certain path of the target with X pellets per kiloliter (this would be
>fractional, for sure) such that more or less for every 100tons of target 
>displacement there would be 1 pellet.  You'd have the same chance to shoot it
>down that you do for a det-laser.  Now you have 10E6 targets smaller than your
>beam cross section (laser).  Hell, how do you *see* them?  If you do how do 
you 
>kill them?

Easy I wouldn't use laser when they get on detonation range, I would use 
repulsors. The mass of the pellets would be too small to get through a 
widebeam repulsor (ok repulsors aren't beam weapons, but you may "aim" it in 
general direction) And before the missiles came too close I would use 
anti-missile-missiles. They would certainly hit. When your target goes 
head-on towards you it is only to place the AMM between yourself and the 
treat, and send thousands of pellets against them. The lasers pick of what 
ever they might hit after that, and then we got the third line of defense 
against the pellets, my above mentioned repulsors.


>Given that contact missiles would, and should work (under the conditions that
>*no* defense is perfect, especially one that doesn't exist), 
It may work against staionary targets that are not able to defend 
themselves. But a naval ship I would go for the detonation missile. They 
would have far greater success at a target that are able to defend its self. 
And yeas no defense is perfect, not even that I mentioned above, but 3 lines 
of defense are far harder to get through than 1 or two that you are 
presented with when it comes to detonation missiles.


>I agree that the plasma coming out the back-end would make lock-on easier 
(or at 
>the least a bogey detection).  
In my campaign, all targets are always detected, because there are nowhere 
to hide within a mapboard, except planetside or on an asteroid. But you have 
to get a lock-on to identify what you see.
--------------+-------------------+-----------------------------------
Roger Myhre   | myhre@oslonett.no | http://www.oslonett.no/home/myhre/
HIWGmember 142| Some people have one of those days, I got one of 
              | those lifes.
--------------+-------------------------------------------------------


------------------------------

Date: Mon, 28 Aug 1995 08:48:18 -0700
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: RICE papers...
Message-ID: <041f2170@MailXFER.DMCWAVE.COM>

     Jeff Zeitlin wrote:
     
     >> FWIW, Glisten was me, not Alvin Plummera.  Alvin has, however,
      been the most prolific RICE research associate to date.<<
     
     Sorry for the misplaced credit.  Good paper, though.  I only hope 
     people continue to contribute these things.  I think it's a great idea 
     and that the more folks who contribute, the more varied and unusual 
     RICE papers we should get.  The universe in the 57th century (58th?) 
     should be a pretty diverse place.  I'm sure the diversity of 
     personalities on this board can make it so.
     
     --Chris

------------------------------

Date: Mon, 28 Aug 1995 08:36:30 -0700
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: Mertactor
Message-ID: <041f1fa0@MailXFER.DMCWAVE.COM>

     Steve Bonneville writes:
     
     >>The Imperial Ministry of Colonization might get involved.  This 
     might not help one-shot expenses, but they would be interested in 
     possession of the big colony ships, even old ones, over the long term. 
      The transports might also have value to the Imperial armed forces in 
     wartime.  The rest of the time, somebody could probably find a use for 
     them.  So one option may be  that the planetary government can 
     lease/charter the starships from the  Imperial government.  Building a 
     ship just to dismantle it at the far end <<
     
     You see, Hans, where there's a will, there's a way.  This is what I 
     mean.  Hyperbole and "bizarre happenstance" or really commonplace in 
     our world and probably will be in the distant future when interstellar 
     travel are the norm.  Things happen behind the scenes that make 
     mammoth undertakings possible.  I can only provide the basic scenario 
     in these RICE papers in order to keep them down to a reasonable size.  
     The details have to be filled in by others.  Just as I am forced to do 
     with the previous RICE papers.
     
     --Chris
     
     

------------------------------

Date: Mon, 28 Aug 1995 10:23:47 -0700
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: Mertactor discussion...
Message-ID: <041fba70@MailXFER.DMCWAVE.COM>

     Hans Rancke-Madsen wrote:
     
     >>That way their move to a spot so far from Mora makes sense. As for 
     the date, now that you've moved it that close to 300, could you put it 
     a little before 300 to keep the map honest? ;-). <<
     
     Hmm.  I don't see how Glisten, which is more trailing and settled in 
     298, could have been settled _after_ Mertactor.  The colonial push 
     didn't come from the Trojan Reaches did it?  I thought all those crazy 
     colonists came through Corridor Sector, which implies to me that they 
     would have probably hit Glisten, Mora, et al _before_ Mertactor.
     
     Therefore, wouldn't 305 or even 325 (to give time for population 
     pressure to be felt) be a better date?
     
     Also, I don't know if you've been reading the other posts on this 
     little discussion, but a few folks have come up with several 
     interesting methods by which my little colonial kick in the pants 
     might work, even from remote Mora.  Such as the involvement of a third 
     party who is interested in purchasing the ships after the Mertactan 
     colonists are unceremonially dumped on the planet.
     
     I'd be interested in seeing your opinions before publishing my third, 
     and hopefully _final_ version of Mertactor (sorry, Jeff Zeitlin, I 
     know I'm making it difficult to archive these things!).
     
     So far, I'm convinced on the date thing, but I still want the 
     colonists to be poor rejected folks rather than rich reject folks.
     
     --Chris

------------------------------

Date: Mon, 28 Aug 95 18:22 BST-1
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
To: traveller@MPGN.COM
Cc: aboulton@cix.compulink.co.uk
Subject: Re: TRAVELLER digest 391
Message-ID: <memo.533607@cix.compulink.co.uk>

In-Reply-To: <199508261229.IAA18305@Ambassador.MPGN.COM>


  > From: Ted7@world.std.com (Mitchell K Schwartz) 
  > To: traveller@MPGN.COM (Traveller:TNE mailing list) Subject: GDW,
  > Quality, & Errata 
  >  
  > Darkstar writes (about GDW's errata): 
  > > When was the last time you saw 
  > > another game company admit that they made a mistake? 
  >  
  > Steve Jackson Games.  For ANY thing they ever published, they produce
  > errata (if necessary).  And they send it to you on request.  Free.
  >  No SASE necessary.  I think their errata is available through their
  > BBS, but I'm not sure. 

OTOH, SJG tends to release new editions much more often - we've had 3
versions of Traveller in 16 years, and about 4 versions of GURPS in half
that time. And I've lost count of the number of versions of Car Wars, (not
to mention the various rule changes in ADQ/Pyramid).

  > From: That Computer Guy <darkstar@chopin.udel.edu> To:
  > Subject: RE: GDW, Quality, & Errata 
  >  
  > But that's just one other company.  What about WEG, TSR, White Wolf?

I've heard awful things about WW's (lack of) proof-reading.

  > I'm not saying that they are the only ones that do it, I'm saying
  > that they are one of the few that do it.  I give millions of kudos
  > to SJG for being the penultimate gamer's company. 

Oh, agreed - SJG definitely seem to be 'on our side'.


---===---
Andrew Boulton

------------------------------

Date: Mon, 28 Aug 1995 19:38:08 -0400 (EDT)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Ariikeshmindin subsector: an alternate setting
Message-ID: <Pine.OSF.3.91.950828155354.13407B@hubble.sheridanc.on.ca>


Historical flashback: a posting for Ariikeshmundin subsector, a 
subsector on the coreward fringe of the First Imperium.

[I'm working with only a limited amount of information on the ancient 
Vilani, please post any historical corrections.  If anyone want's to 
continue to develop this area, feel welcome to: I basically built this on 
a lark.  

No, I don't have Vilani & Vargr.   Sigh....]

First off, dating.  According to my information, the Vilani built their 
first jump drive in -9235 (3894 PI, 4714 BC), and fought their 
thousand-year Consolation Wars from -5400 (1017 PI, 880 BC).  The actual 
creation of the First Imperium - ie. the first Vilani interstellar state - 
was at -5273 (922 PI, 752 BC): however, it wasn't actually considered an 
empire at the time, and didn't have any shadow-emperors yet.  At -4045 (
1 VI, 476 AD) the war ended, and the current Vilani dating system began.

[At -8900 (3644 PI, 4380 BC) the Vilani sphere was 10pc in size 
 At -5430 (1040 PI, 910 BC) Jump 2 was discovered. The Vilani sphere was 
    about 60 parsec's in radius.]

Now, my subsector is set on -4868 Imperial, after the creation of the 
First Imperium, but before the end of the Consolation wars.  What's my 
current dating system?  It can't be VI/PI, since the war's haven't ended 
yet, but the Imperium does exist.  And what's the name of this Imperium?  
I don't think it's The Grand Empire of the Stars, as there is no emperor 
yet.  Moreover, according to the Library Data books, the Vilani contacted 
a large number of nearby races in it's initial expansion, without 
conflict: there was already a government regulating trade and technology.

Unless someone with Vilani and Vargr knows different, I have elected to 
call the current government the Stellar Commonwealth.  Vilani 
civilization by this time is c.4400 years old, the Imperium/Commonwealth 
is about 425 years old.  The Consolation Wars are in full swing, being 
fought by the aggressive Vilani to incorporate ALL jump-capable peoples 
into one united government. (the other governemnts obtained jump-tech 
from Vilani traders, etc, although the Genoese to this day claim to have 
invented it on their own.)  Most fighting/"pro-active diplomacy" is 
rimward of Vland, in a massive arc cutting through the following sectors:
   Shaakasi (Verge), Illeish, Zarushagar, Masilaa (Massilia), Manadish 
Khurem (Delphi), Rishunir (Fornast), Makhuniim (Ley).
   Territory actually controlled by the Commonwealth includes Kishadikhu 
(The Windhorn), Meshan, Mendan, Amdukan, Vland, Lishun, Mirasirka 
(Antares), Sushinar (Reft, on the rimward side), Gushemege, Dagudashaag, 
Ukan (Core). Gushgus (The Empty Quarter) is currently uninhabited by any 
interstelar civilization: it won't even recieve the name Gushgus for
three centuries.
   Five Vilani megacorporations exist at this time: Makhidkarun 
(entertainment, communications), Naasirka (information, electronics), 
Sharurskid (trade, speculation), Damuumirkhuu (finance, banking), and 
Khiimkeshushisaas (starships, heavy equipment).
   Interstellar government is by a number of ruling councils, allotted by 
the population of a world.  Representatives are chosen by the world in 
any manner it sees fit.  Vilani colonies dominate these councils, and 
most follow the lead of Vland.  Many of the more powerful non-Vilani 
systems have been long-dominated by Vland for millennia, and identify 
with her in the same way the ancient Spanish, for example, would be proud to 
call themselves Romans during the first Solomani Imperium. (well, OK, the 
technology can stand some improvement...)

[As an aside: the Zhodani get jump drive on -5415, The Vargr on -3810, 
the K'kree at -4142, Hivers at -4698.  The Terrans contact the Vilani at 
-2422, soon after getting jump drive.]

The curremt dating system is an ecletic and convoluted one, where you need a 
computer to keep track of which day it is. Despite it's clumsiness, 
Vilani conservativism insists on using it ("It was good enough for the 
ancestors, it's good enough for us!") until the end of the Consolation 
wars.  Years are denoted by an name/number combo, ie Urursi-Irika 1871. 
Each day and month are named: however, the names change often to 
commemorate new events, major discoveries, etc. (Imagine if a the name of 
a month was changes everytime a major news event happened, ie renaming 
December Freedom because that's whne the Berlin wall fell, or changing 
Wednesday to Sputnik because that's when it made it's first orbit.)

So much for the time period. (Oh, before I forget: the Max TL is B, but it's 
available only in Vland sector at this time.) Now to the subsector.
Our subsector is at the coreward rim of Kishadiku sector: it's neighbours 
are noted below 

Amshagi    |  Kishadiku    |  Meshan  |
Eneri      |  Vland        |  Lishun  |  Mikasirka  |

Ariikeshmindin is at Subsector C: basic UWP information follows.
Date:  16D Urursi-Irika 1871    
[128-(-4868) Imperial, 617.514 PI, May 7, 348 BC: about a decade before 
Alexander the Great, if memory serves]

1701   Zakigiirkar       X737000-0          014  M0V
1702   Kumgedigku        X300000-0          004  G8III  M9V
1704   Iizikimagii Shi   X467000-0          004  F3V
1706   Giilumadgii       D673266-5       Vi 321  M1V M8D
1707   Kurshudeliish     X8C5656-7       Vi 400  M3V
1709   Durishishiisaakar XABA000-0       Vi 023  M5V
1802   Sudimimendu       X434000-0          023  M6V
1804   Gulankiduuliir    D485510-0          600  K3V M8D
1806*  Magagaziishii     C7B4679-8  P T  Vi 621  M4V M6D
1807*  Arshlekuurpe      CACA785-9  P T  Vi 120  M5D M8D
1808   Ishakira          E445230-5       Vi 102  M4V
1810   Iinimina          X879000-0       Vi 013  K7V M4D
1901   Gaakalinkuugan    X463000-0          005  K0V
1903   Asakirishiisaakar X310000-0          004  M0II
1904   Nushiimga         X000000-0          000  G6V M9D
1906*  Shiirushshe       E5017CG-9  P    Vi 710  K1V M5D   
1907   Khuusuramdu       X443000-0       Vi 015  K3IV 
1908   Kaadlushuur       X887000-0       Vi 001  M2V
1909   Kisha Mushgamir   C360433-9       Vi 301  G0V M5D
2001   Anraanishashi     X424000-0          022  K0V
2002   Shubanarkhashash  D56A647-8       In 404  G0III
2003   Riiszashu         X230000-0          004  F2V
2005*  Uukamidungamir    B230411-9  T    Vi 404  MiV M5D
2010   Uumshummaselim    X573561-3       Vi 304  G0V
2102   Kakhaduud         X000000-0          003  M0V
2103   Iidurkhudadiin    D920425-9       In 101  M5V
2104   Gakhabalukar      B32878C-9  L T  In 914  G3V M1D
2106*  Giigikakine She   D7968A9-1  P T  Vi 103  K5V M1D
2107*  Nanmaduu          E75A4DF-5       Vi 422  M0V M0D
2108*  Kiniidamuumi      X300000-0       Vi 001  G9D
2109*  Arrikeshmundin    A79268A-9  B T  Vi 305  G0V
2110*  Ukiishish         B56359C-8  P T  Vi 104  G2V M4D
2201   Gumakhimnigip     EAD4788-7          703  M4V
2202   Urkigade          X8A5000-0          023  K4V
2203   Ushshasasaanur    X100000-0          003  M1V
2205   Zulaaganlu        X400000-0       Vi 003  K2IV
2206   Shiliniigku       X100000-0       Vi 003  G1D M1D  
2207   Kengarasha        X000675-7       Vi 323  G0V
2208   Ikgikiggi         X335110-9       Vi 510  F0D M8D
2209*  Giikikasmir       A588686-A  P T  Vi 704  G0V
2210*  Ashurgamlii       C32559A-7       Vi 912  K1V
2302   Bikuredi          E554600-0       In 324  G2V
2305   Dukhikisgar       X548675-6       Vi 203  K3III M8D
2306   Isurshurshasduu   X89A345-7       Vi 415  K4V M8D
2307   Kamakiku          X9B1651-4       Vi 502  M2V
2308   Egshirakhuku      X120420-8       Vi 604  M4D M1D
2401   Ashkiigeshkur     X5A8000-0          004  K8D
2403   Mamigiidamigam    X400000-0          024  K8IV
2405   Mushiisiugi       X431000-0       Vi 010  G0V M5D
2406   Dapagiri          C77378C-5       Vi 403  M3V M3D
2409   Gugisziishan      E100200-9       Vi 700  G5IV
2410   Darudkaarke       X551598-5       Vi 820  K3V M1D

P = Kishadikhu Patrol Base  (mainly customs, rescue, law enforcement)
B = Vilani Naval Base
T = Megacorp Trade Station
L = Local Naval base
* = Trade route. Starships pratically never leave this route: only the 
military and crazy free traders (there about 3 in this subsector) will 
ever do so.
Vi = First Imperium alliegance.  In = Independent

[Note: the above is for referee use only: there is no such thing as "UWP 
listings" for the First Imperium.  The players will have to discover this 
information themselves, and try to remember it without recourse to UWP 
codes of any form.]

Trade:
Pratically all trade within the First Imperium is by convoy, from small, 
5-ship affairs to massive, thousand-ship trader fleets.  This is for a 
variety of reasons: the preference in safety in numbers (Solomani 
individualism is nearly unheard of), insurance costs, and the fact that 
very few ship have built-in fuel purifiers, forcing them to stick to the 
chain of trader bases and starports. (Obtaining a licence for a fuel 
purifier is nearly impossible for civilians)

Because this subsector is so thinly settled (it will only have 2 hi-pop 
systems by -2219, when the First Imperium falls, 2649 years from now), 
there are only about 200 jump-capable merchantmen, almost all built at 
TL 9, on a basic 200-ton frame.  The Commonweath Navy has about 20 
combatants, built on a similar frame, but with a few lasers added.  It 
also has 2 600-ton SDB, both on Ariikeshmundin/2109. 

Politics
Subsectors governments varies widely within the Commonwealth, the most 
common forms being 1 world = 1 vote democracy, established bureaucracies, 
ruling families, appointed govenours, martial law or megacorporate rule, 
a la the British East Indian Company.

Ariikeshmundin subsector is currently rules by an appointed civilian 
governour, a retired naval captain.  Most of his duties revolve around 
mediating disputes between the three Iklikha worlds (Magagaziishii/1806, 
Arshlekuurpe/1807, Shiirushshe/1906); promoting trade and settlement of 
the Shuu Miradis  group (Arrikeshmundin, Ukiishish, Giikikasmir, 
Ashurgamlii); keeping an eye on non-Vilani space, esp. Gakhabalukar; 
insure that the Liipukurkhulii convoys (from 1807 to 2110) run smoothly; and 
(unofficaly) skim a little off the top for himself. 

There is a major war on one of his worlds, Magagaziishii/1806.  However, 
he has resoutely avoided getting involved, as it would be extremely 
expensive.  Moreover, neither of the combatents pose a threat to the 
Commonwealth.  However, public opinion, which long supported him, is now 
urging an intervention: letting this war fester is becoming a liability 
to the system's self-image, and the sector government might blackball 
this subsector as "Too barbarian", locking out the subsector from a host 
of goodies like easy terms on loand, or additional funds for developemnt 
projects. 

*The Liipukurkhulii route (to save time, only hex numbers are used)*

The Shuu Miradis worlds
2109 - Capital of the subsector, real ship yards, naval base.  Centre of 
trade for the subsector
2209 - TL A -- best TL for the entire coreward half of the sector. 
Rapidly growing colony, heavy into architecture.  One of the top two 
shipyards in the sector, but only a handful of ships are made per year.  
Wealthest world in the subsector
2110 - Young (founded 40 years ago), growing colony.  Founded as a 
trader's stopover, it's economy centres around it's ship yard, but is 
starting to diversify.  Often prone to boom-bust cycles.
2210 - Ho-hum port.  A run-dwn, economically deprived world.  
Absolutely dependent on it's port for all income: a very bad place to be 
during a downturn.

En route to the Iklikha worlds
2107 - A hard religious dictatorship.  Little to trade, just a stopover.  
A waterworld, it's orbiting port is owned by the subsector, rahter than a 
corp, line or megacorp.
2108 - A stripped-down refuel depot: barely a port at all!
2106 - Worldwide, TL 1 empire run by massive Brontosaouri 
(well, to Solomani eyes, anyways)  About 30m. long, head raised up to 
18m high, weight about 30 meteric tonnes. 
Hits - 100, Hooves - 5, Tail - 4, Stomp 15
Armour 3, Initiative 1.  To hit: 8.   9A, 7F, 29S 
2105 - An expensive overhaul and transshipping point.  Ships which have 
emptied a LOT of their cargo for fuel and/or loaded up on fuel pods can 
try to make the journey to Gakhabalukar/2104, the most powerful non-Vilani 
system in the subsector.  No Gakhabalukar jumpships visit: the 
Vilani is extremely jealous of jump technology, and forced the 
Gakhablukar to give up building or maintaining any jumpships.

The Iklikha Worlds
1906 - A highly interesting world.  Rigid, but popular laws.  One of the 
few Vilani colonies where science and research is actually tolerated.
1806 - Hot sopt of the subsector: currently in the throes of a on-again, 
off-again world war.  The few nuclear warheads the world could afford 
have already been used, and they are continually trying to save enough 
money to buy more, while fending off the enemy in the meantime. 
They are avid buyers of conventional military equipment, too.  Traders can 
often be seen in orbit, waiting for a truce so they can land in neutral 
territory.
  As the two fractions improvish each other, a steady stream of refugees 
is emigrating from the system, and the subsector governour is starting to 
feel pressure from Upstairs to solve the situation: rather difficult, 
given the limited amount of force he can bring to bear against the two 
fractions, but becoming more viable as the world ruin's it's capasity to 
fight off even a shoestring invasion. 
1807 - A highly alien and dangerous enviroment: ships must plot their 
decent carefully, or be suddenly ripped apart/broiled alive in atmosphere. 
Sole source of a variety of rare ores and alloys for the sector quadrant 
(subsector's C,D,G,H)  Wealthiest of the Iklikha worlds now that 
Magagaziishii/1806 has ruined itself.

Outside of the Liipukhulii route: trailing

- a region of general poverty, and few ports.  Home of the stagnating 
Kidu Shazahud region.

The Kidu Shazahud region proper
2207 - No port: balklanized in very small settlements of 1,000 - 10,000.  
Loathe's visitors.  Endless skirmishing.
2305 - Four large nationsn c.110 small nations.  No port: has little of 
value to trade
2306 - No port: home of a small,struggling colony. Grim prospects.
2307 - Once a massive Vilani naval base, built 500 years ago as a staging 
areafor a stillborn attempt to expand coreward of Kishadiku sector.  Now, 
theorbiting portion has long crashed, while the ground portion has 
suffered major technological regression.
2308 - Originally a scientific research station, now a rarely-visited 
philosophical monastery.  No port.
2406 - Gateway to Sudarri subsector (Kishadikhu-D) (a very sparcely settled 
area: c. 24 million total popualtion). Cultural, economic links are to that 
subsector, not here.

Outside of the Kidu Shazakud region:
2409 - A provately owned port (and system!) of a system-wide corporation.
2410 - No port. Economically bankrupt, but politically stable.

Outside of the Liipukurkulii route: Spinward
1706 - A simple but efficent port. A small surveying settlement, run by 
the subsector government.
1808 - A "flat pavement" port.  With a fuel farm.
1909 - a Health retreat, with an oversized port to handle the additional 
passanger traffic.  Many subsector-wide sporting events are held here.
2010 - No port: for centuries (up to today) a favourate exile world for 
political dissidents.  Directly controlled by the subsector.

[Note: 1908 is a system which is uninhabitable despite it's breathable 
air and biosphere, due to subvocal soundwaves that render the non-deaf 
insane over one to two weeks.]

Outside the Liipukurkulii route: Coreward
1804 - The masters of this decrepid port have manages to organize the 
original, now TL 0 settlers as "employees".
2002 - With a small but viable port, this habitable world is the most 
sfaest, pleasent place in the subsector.
2103 - Just another orbiting refuel centre.
2104 - A very fine port: no new jumpship construction ability, due to a 
treaty with the Commonwealth.  Wealthy, old, well defended - but 
emasculated, unable to expand across the stars due to the shadow of 
Commonwealth fleets.  Can't seem to decide to hate or emulate the Vilani.
2201 - A poor port, maintained for prestige rather than use. A 
poor, but comapatively pleasent, culture.
2302 - Formerly a large Gakhabalukar colony. Brutally nuked by the Vilani 
to "persuade"  Gakhabalukar/2104 to give up interstellar expansion or 
exploration.

------------------------------------------------------------------------------
Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
                               - Strephon, 179-1126

Reply to: alvin.plummer@SHERIDANC.ON.CA
------------------------------------------------------------------------------



------------------------------

Date: 28 Aug 1995 21:05:07 U
From: "KMCCARTHY" <KMCCARTHY@QMGATE.OSC.HQ.NASA.GOV>
To: "New TML Broadcast" <traveller@MPGN.COM>, macrocosm@wri.com
Subject: FWD>Study Shows Feasibility
Message-ID: <n1402478411.60561@QMGATE.OSC.HQ.NASA.GOV>

Mail*Link(r) SMTP               FWD>Study Shows Feasibility of Plant-Based
Life...

FYI

--------------------------------------
Date: 8/28/95 5:03 PM
From: NASA HQ Public Affairs Office
Michael Braukus
Headquarters, Washington, DC        August 28, 1995
(Phone:  202/358-1979)

Lisa Malone
Kennedy Space Center, FL
(Phone:  407/867-2468)


RELEASE:  95-145

STUDY SHOWS FEASIBILITY OF PLANT-BASED LIFE SUPPORT SYSTEMS

    The science fiction concept of plants providing a complete 
life support system for the crews of lunar and deep-space 
missions came a step closer to reality with the successful 
completion of a NASA life sciences experiment that studied 
potato production in a self-contained environment.
 
    "We have demonstrated that a bioregenerative life support 
system really can support humans in an enclosed environment 
over a long period of time,'' said Kennedy Space Center (KSC) 
plant physiologist Dr. Gary Stutte.  "Our long-range goal is to 
prove that a plant-based life support system is as reliable as 
the mechanical systems found in today's spacecraft." 

    KSC scientists conducted a successful 418-day experiment in 
the Biomass Production Chamber of the Controlled Environment 
Life Support System.  The experiment investigated how well a 
biogenerative life support system can perform on a continuous 
basis over an extended period of time.  This experiment was the 
longest test of a major component of a bioregenerative life 
support system ever completed.

    During the experiment, the potato plants produced enough 
oxygen to support one crew member on a continuous basis, while 
also removing excess carbon dioxide from the atmosphere, Stutte 
said.  In addition, the potato crops produced enough food to 
supply 55 percent of the caloric needs of an astronaut, along 
with enough purified water for a total of four crew members.  A 
larger chamber could be used to provide all the consumables for 
the crew for as long as a mission might last, Stutte said.

    "The major advantage of the bioregenerative life support 
system is that it does not need to be resupplied with food, 
water and air, nor does it require expendable water or air 
filtration systems as present-day mechanical spacecraft life 
support systems do," said Dr. Bill Knott, chief scientist of 
Biological Programs for the NASA/KSC Biomedical Operations 
Office.  Instead, the current system recycles plant waste and 
nutrients.  This recycled material sustains the plant crops, 
which in turn produce the oxygen, water and food that the crew 
would need for an indefinite period of time.

    Once the analyses of the KSC experiments are complete, they 
will be provided to NASA's Johnson Space Center (JSC) Houston, 
Knott said.  JSC research personnel will then use this data to 
conduct research on the effectiveness of bioregenerative life 
support systems with human subjects. 

    "We have been supplying this kind of information since we 
first began growing crops at KSC in 1987," Knott said.  "Some 
of our data was used in preparing a recent JSC experiment where 
a British chemist was supplied with all of his oxygen and 
carbon dioxide removal requirements in a sealed chamber for 15 
days by a crop of 30,000 wheat plants."

    Because of the success KSC has had with potatoes, this crop 
will make up 75 percent of the food for the next bioregenerative
life support system experiment, Stutte said.  Wheat will make up
the remaining 25 percent of the crop during the two-year study
that will begin in January 1996.  "We feel that a mixed crop is
needed to optimize system production," Stutte said. "Potatoes
provide the highest yield, but wheat is more tolerant to longer
light cycles that might be used in the chamber."

    The planned longer studies also will provide more data on 
the ability of the bioregenerative life support systems to 
operate over an expected three-year mission to Mars.  "We feel 
that we can keep this system going indefinitely," Knott summed 
up. "There is no reason to believe we can't."

                      - end -

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End of TRAVELLER Digest 394
***************************
